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|2018-4-16||lib.reviews on Mastodon|
|2018-4-9||We now synchronize labels from OpenStreetMap|
Teams are groups of like-minded people reviewing things of common interest. Here are a few examples:
Can a game be a place?
As the player of Firewatch, you are a man named Henry who starts a job as a lookout in Shoshone National Forest, in Wyoming. In the preamble, we learn that this is an escape from dealing with your wife’s early-onset dementia.
Your only regular human contact is by radio, with a woman named Delilah who works in another lookout tower. Delilah is your boss, and she soon gives you your first assignment: to investigate some illegal fireworks near a lake.
Your relationship with Delilah is influenced by the dialogue choices you make. Mostly, the game keeps you on rails to uncover a larger mystery. This involves a lot of walking around through beautiful landscapes, using your map and compass to find your way.
This is an exploration game—or, as some would say, a walking simulator. The biggest challenges for the player tend to be of the “how do I get from A to B” variety. Nonetheless, Firewatch manages to be immersive and at times even menacing. The game targets an adult audience—as the developers put it, it is a “video game about adults having adult conversations about adult things.”
Firewatch offers many scenic views of its version of Shoshone National Forest. (Credit: Firewatch by Campo Santo. Fair use.)
After you finish the story, you can still continue to explore Shoshone National Forest at your leisure (and collect the game’s soundtrack in a mini-game). The landscapes really are beautiful, whether you’re walking through Thunder Canyon towards the lake, admiring a sunset, or exploring the forest at night with your flashlight on.
It is a very short game, and like life itself, its story is ultimately a bit untidy. You’re unlikely to get more than 4-6 hours of play time out of it. But it is a game that is also a place, and years after playing it, you may be tempted to visit it again.
The current regular sales price for Firewatch is $20. It has repeatedly been on sale for $5, so I recommend wishlisting it and buying it at a lower price.
James Gleick is widely regarded as a masterful science writer, and for good reason. Through the 526 pages of The Information (2011), Gleick spins an accessible tale about Charles Babbages’s difference engine, about Turing machines and Maxwell’s demon, about Gödel’s incompleteness theorems and Shannon-Fano coding and Boolean algebra, all in service of illuminating a concept that may seem ineffable: information itself.
Gleick shows how complex computation and signal processing problems led to the development of information theory, which gave us ways to quantify information and to speak about the entropy of a body of text. This in turn touched countless other disciplines, and made the networked world we find ourselves in today possible. Towards the end of the book, Gleick explores the wonders of this world, including Wikipedia.
The book was written before recent debates about fake news, Twitter bot armies, and similar disinformation campaigns, but Gleick anticipated that the burdens of selecting true from false, and forgetting that which should be forgotten, would only increase.
This is a book that aims for breadth (from talking drums to telegrams, from analog computers to digital ones), not depth. If you’re looking for an introduction to information theory, look elsewhere. As a history of ideas, The Information succeeds brilliantly. Page after page, the book places a question in the reader’s mind, then addresses it; it weaves together anecdotes and facts, never overloading the reader with jargon, but not shying away from complexity.
As Gleick points out, without selecting that which matters, we end up with a Library of Babel, conceived by Argentine author Jorge Luis Borges as a library that contains all possible books of a certain length. In the libraries of the real world, this book has earned its place to give us a shared history and vocabulary for the conversations to come.
Controls are a little hard to figure out
(apologies to Randall Munroe, https://xkcd.com/2192, licensed CC BY-NC 2.5)
Although a minor tragedy in itself, since it represents a noble skill (engraving) being put towards ignoble ends (as evidenced by the intro by Hindenburg, propagandizing the Central Powers’ lost territory in the Great War; this leading to popular appetite for WWII, a much grander tragedy), each image puts one standing instantly in front of the pastoral fields and elegant churches depicted.
In How to Hide an Empire, historian Daniel Immerwahr argues that we know far too little about the history of United States beyond the contiguous states that make up the “logo map”:
As in the example above, representations of the United States often exclude Hawai’i and Alaska, to say nothing of “territories” like Puerto Rico, American Samoa, Guam, the US Virgin Islands, or the Northern Marianas. But the stories of the millions of people who live there deserve to be heard, and Immerwahr does his best to tell them.
To set the stage, Immerwahr describes the expansion of the United States from coast to coast, and the broken promises and systematic removal of native tribes that came with it. Whether tribes sought to assimilate or to fight, their land was taken; projects like the creation of the State of Sequoyah failed. Instead, US states borrowed the names of native tribes whose land was stolen to create them.
The story continues with America’s quest for bird poop—the annexation of island territory to harvest accumulated guano—and culminates in a America’s colonialism binge at the dawn of the 20th century. In the Spanish-American War, America notably “acquired” the Philippines, Guam, and Puerto Rico. The Philippine-American War that followed—a war in which Filipinos fought for liberation from American colonial rule—caused a civilian death toll in the hundreds of thousands.
The Cancer Man
But the Philippines are not the only country that resisted American colonialism. From the beginning, many Puerto Ricans have favored independence, especially in light of the overt racism they encountered in contact with visitors from the US mainland.
Immerwahr tells the story of Cornelius Rhoads, a US mainland pathologist who visited Puerto Rico as part of an international health effort. Rhoads not only harbored deep racial hatred for the Puerto Ricans, he bragged about murdering them:
They are even lower than Italians. What the island needs is not public health work but a tidal wave or something to totally exterminate the population. It might then be livable. I have done my best to further the process of extermination by killing off 8 and transplanting cancer into several more.
No evidence of these crimes was ever found (which does not mean that they did not take place), and Rhoads called the letter a joke. He faced no significant consequences for it, and became a celebrated cancer researcher (and an expert in chemical and biological weapons, charged with approving tests on human subjects during the war).
Time Magazine cover featuring Cornelius Rhoads, June 27, 1949. (Credit: Time Magazine. Fair use.)
The Rhoads letter was a major scandal in Puerto Rico that drove many to join its burgeoning independence movement. One of them was Oscar Collazo, who joined with another Puerto Rican nationalist in an attempt to assassinate US President Harry Truman in 1950.
Due to the historical amnesia that characterizes America’s relationship with its “territories”, it was only in 2002 that Rhoads’ name was removed from a prestigious award due to the letter in which he bragged about murdering Puerto Ricans. “And that’s how you hide an empire”, Immerwahr observes.
The Empire of Points
The later part of the book mainly deals with the question why America did not become an empire in the British mold after World War II. Instead, the US relinquished control over one colony (the Philippines, through the Treaty of Manila) and sought to establish no new colonies elsewhere. Military bases around the world—a “pointillist empire”—replaced the conventional model of control over vast swaths of territory.
Immerwahr sees multiple reasons for this change, most notably:
the growing rise of independence movements around the world, which made colonies an increasingly costly proposition;
America’s leadership in synthetics, logistics, and standardization—achieved in significant part through wartime efforts—which enabled it to project military and economic power throughout the world, without being dependent on territorial control;
wartime weariness of US troops, who wanted to go home, not occupy a country like the Philippines they had fought side-by-side with the Filipinos to defend.
Immerwahr concludes by examining the political and cultural impact of US military bases, and the connection between this new form of imperial power and the threat of terrorism organized from many small, well-hidden locations.
Immerwahr is a very talented writer, and How to Hide an Empire is full of facts about the “Greater United States” most readers are unlikely to be familiar with. While this isn’t a funny book, Immerwahr isn’t shy to use humor and the first person intermittently throughout the book, without it seeming out of place.
All of this is a potent combination, and I found the book to be a real page-turner. My only criticism is that the author, in emphasizing the role of territory (from colonies to military bases), ends up spending very little time discussing the many other ways the US has projected imperial power, from overthrowing governments to meddling in elections.
While I don’t believe for a moment that this was the author’s intent, readers unfamiliar with this larger history might come away with the impression that the territorial story is the whole story. A larger analytical frame would have served the book well, but as it is, it remains a very readable and insightful analysis of America’s relations with the people who live in the United States beyond the logo map.
Good 100% vegan place to have a decent meal. The service was very friendly and quick. The food was good.
No alcoholic beverages are available.
The short stories in this 450 page collection by Ken Liu (The Grace of Kings) span historical fiction, fantasy, and science fiction. They include:
the story of a woman living in a world in which souls are real, and represented by physical objects we carry around with us (the protagonist’s inconveniently manifests as an ice cube);
the story of an American girl in 1960s Taiwan who befriends a Chinese practitioner of the divination practice known as literomancy, and whose friendship gets caught up in the Cold War;
the story of a couple of who invent a method of witnessing (but not altering) historical events as they occurred, and who use it to produce modern eyewitness accounts of crimes against humanity committed by the notorious Unit 731 in China during the Second Sino-Japanese War (1937-1945).
Themes that run through many of the stories featured here include the pursuit of personal and historical truth; the balance of self-interest and societal interest; the transmission of culture and tradition through migration and trade.
Liu, who was born in China but whose parents moved the family to the United States when he was 11 years old, has done much to make Chinese speculative fiction available to Western audiences. Most notably, he translated the best-selling The Three-Body Problem into English, and has curated two anthologies of Chinese sci-fi (Invisible Planets and Broken Stars).
Many of his short stories incorporate elements of Chinese history and folklore. This makes them great jumping off points for further exploration. For example, one story about a group of Chinese gold miners coming to a town in 19th century Idaho explores the fascinating mythology surrounding Guan Yu (a general in ancient China).
Above all, I admired Ken Liu’s willingness to confront difficult themes unflinchingly. Many of the stories featured here pack quite an emotional punch, and often expose us to humanity at its worst and and its best in the same story.
While I would rate some individual stories in this volume as low as 3 stars, the best ones (including the title-giving The Paper Menagerie) are so exceptionally good that I would recommend the collection as a whole highly to any fan of speculative fiction.
OpenStreetMap, despite having “map” in its name is more than just a map, and certainly more than just a street map. It’s a collaboratively authored and edited geodatabase. You can enter anything that is objectively verifiable “on the ground” into it, and conversely you can find almost everything in it, though without any claim of accuracy, completeness or up-to-date-ness. (Though if you notice anything to be inaccurate, incomplete or out-of-date, you’re free to improve it.) The data for the complete “planet” can be freely downloaded and analyzed, or used to build your own maps, navigation, or what-have-you. There’s a whole ecosystem of third-party services, tools and derived works (such as maps) that has developed around that.
The data model is unlike the others commonly found in the GIS world, which makes analysis of OpenStreetMap data with general-purpose GIS tools cumbersome at times.
Disclosure of conflicts of interest:
- a user and contributor of OpenStreetMap
- a member of the OpenStreetMap Foundation (OSMF)
- a board member of the Swiss OpenStreetMap Association (SOSM), the Swiss local chapter of the OSMF
Ein nettes, einfach zu bedienendes aber nicht so leicht zu meisterndes Spiel für zwischendurch. Wenn ich es länger spiele, wird mein FairPhone 2 allerdings recht heiß …
As usual, I’m late to the party. Gone Home caused quite a stir when it came out in 2013. Many critics and players loved it; some angry gamers hated it, some of that hatred helped fuel the misogyny horror show known as Gamergate. Today, Gone Home is available for Windows, Linux, Mac, Switch, PS4, Xbox One, iOS, and your toaster. It remains a polarizing game, and it’s not hard to see why. You can finish the game in 2-3 hours; it features no conventional “puzzles” or action, and one of its central themes is a lesbian coming-out story.
Gone Home is a first-person exploratory game. It’s the mid-90s, you’re 21-year-old Katie Greenbriar, home from your big European adventure, only to find that your parents and sister are not there. What happened? While a storm rages outside, you walk from room to room of the “psycho house” your family moved into, trying to find clues to their disappearance. The home is littered with paper—handwritten notes, letters, photographs, receipts, books, post-its, and so on. Some notes lead to audio logs that add to the evolving story.
To find out what happened to your sister, you may have to figure out a way into her personal locker. (Credit: Fullbright. Fair use.)
Unlike a point-and-click adventure, where almost every item you encounter has some role to play, here you can interact with countless objects—pens, glasses, knick knacks, etc.—but most of them have no relevance to the plot. You have to sort through the messy home, and the house has a few secrets of its own.
There’s remarkable attention to detail, especially in the riot grrrl aesthetic of your sister’s belongings. In addition to zines and posters, you can even pick up and play cassettes with music featuring bands like Bratmobile and Heavens to Betsy.
Gaming is now a bigger tent than it ever was, and just as writing has room for short stories, gaming has room for experiences like this, where your own interpretation of a story takes precedence over puzzles or action.
My biggest criticism is that the sheer abundance of paper clues made the game a bit less atmospheric, more like an artificial world that an author has littered with stuff I’m supposed to find. Someone needs to teach the Greenbriars about recycling.
The game makes up for flaws like this with a layered story that is moving and well-told. If you’re not looking for a 20 hour diversion or a 200 hour addiction, and if exploring a story on your own terms sounds appealing, then I recommend giving Gone Home a spin. I wouldn’t have bought it at the regular price of $15, but at a discounted $6 price on GOG, it was well worth the money.